bdebug=true will show appropriate influence for current building

This commit is contained in:
Chris Forbes
2009-11-04 18:18:17 +13:00
parent 1b131465fd
commit a9126fc9ce
3 changed files with 25 additions and 7 deletions

View File

@@ -11,7 +11,8 @@ namespace OpenRa.Game
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
public static bool ShowUnitDebug = false;
public static bool ShowUnitDebug = false;
public static bool ShowBuildDebug = false;
public UiOverlay(SpriteRenderer spriteRenderer)
{
@@ -48,7 +49,15 @@ namespace OpenRa.Game
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[placeBuilding.Name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
if (ShowBuildDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.GetDistanceToBase(new int2(i, j), Game.LocalPlayer) < maxDistance)
if (Game.IsCellBuildable(new int2(i, j), bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel))
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);